I seriously doubt there are lots of people who are going to want to under-clock the game because 30fps “feels better”. Someone ports a 30fps game to the PC and players want to run at 60fps, only to discover the collision engine / audio engine / game logic breaks at that speed. And usually limits like this are a problem because they’re low. At any rate, it saves me a ton of complexity and headaches, and is one of the reasons I was able to accomplish so much on my own. This would be a major no-no in a AAA game (stuff like this is one of the reasons console ports go bad) but here I don’t think it’s a big deal.
If the framerate drops to half, then the game begins running at half speed. As I said way back in part 4, the gameplay is tied directly to the framerate in Good Robot.
My code continutes to run nice and fast, but then some other system jumps in and puts on the brakes. It’s not like the game gets bogged down drawing robots and moving laser bolts around. The more serious problem is that if you try to capture the game footage at all through Fraps, Bandicam, or streaming software, the framerate drops to 30fps. It’s certainly a curiosity, and it’s been on my long list of “mysterious stuff that bugs me” for a couple of years now, but it’s not really a threat to the project as a commercial product that will hopefully feed us someday. Please enjoy this animated gif, which is NOT REMOTELY running at 60fps!